一个由tkinter按钮指令控制的封装成函数的pygame俄罗斯方块小游戏
时间: 2023-08-31 20:36:44 浏览: 84
基于pygame的俄罗斯方块小游戏.7z
### 回答1:
以下是一个使用 tkinter 控制的封装成函数的 pygame 俄罗斯方块小游戏示例:
```python
import pygame
import tkinter as tk
from tkinter import messagebox
# 初始化 tkinter
root = tk.Tk()
root.withdraw()
# 初始化 pygame
pygame.init()
# 游戏区域大小
WIDTH, HEIGHT = 300, 600
# 方块大小
BLOCK_SIZE = 30
# 方块颜色
COLORS = [(0, 0, 0), (255, 0, 0), (0, 255, 0), (0, 0, 255), (255, 255, 0), (255, 0, 255), (0, 255, 255), (255, 255, 255)]
# 方块形状
SHAPES = [
[[1, 1, 1],
[0, 1, 0]],
[[0, 2, 2],
[2, 2, 0]],
[[3, 3, 0],
[0, 3, 3]],
[[4, 0, 0],
[4, 4, 4]],
[[0, 0, 5],
[5, 5, 5]],
[[6, 6, 6, 6]],
[[7, 7],
[7, 7]]
]
class Block(object):
def __init__(self, x, y, shape):
self.x = x
self.y = y
self.shape = shape
self.color = COLORS[shape[0][0]]
self.rotation = 0
class Tetris(object):
def __init__(self):
self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Tetris")
self.clock = pygame.time.Clock()
self.font = pygame.font.Font(None, 30)
self.init_game()
def init_game(self):
self.score = 0
self.grid = [[0 for _ in range(10)] for _ in range(20)]
self.current_block = Block(4, 0, SHAPES[0])
self.next_block = Block(4, 0, SHAPES[0])
self.game_over = False
def check_collision(self, block):
for i in range(4):
for j in range(4):
if i * 4 + j in block.shape[block.rotation]:
x, y = j + block.x, i + block.y
if x < 0 or x >= 10 or y < 0 or y >= 20 or self.grid[y][x]:
return True
return False
def merge_block(self, block):
for i in range(4):
for j in range(4):
if i * 4 + j in block.shape[block.rotation]:
x, y = j + block.x, i + block.y
self.grid[y][x] = block.color
def rotate_block(self, block):
block.rotation = (block.rotation + 1) % 4
def remove_row(self, row):
del self.grid[row]
self.grid.insert(0, [0 for _ in range(10)])
def remove_rows(self):
rows = 0
for i in range(19, -1, -1):
if all(self.grid[i]):
self.remove_row(i)
rows += 1
self.score += rows ** 2
def handle_input(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.current_block.x -= 1
if self.check_collision(self.current_block):
self.current_block.x += 1
elif event.key == pygame.K_RIGHT:
self.current_block.x += 1
if self.check_collision(self.current_block):
self.current_block.x -= 1
elif event.key == pygame.K_DOWN:
self.current_block.y += 1
if self.check_collision(self.current_block):
self.current_block.y -= 1
elif event.key == pygame.K_UP:
self.rotate_block(self.current_block)
if self.check_collision(self.current_block):
self.rotate_block(self.current_block)
def draw_block(self, x, y, color):
pygame.draw.rect(self.screen, color, pygame.Rect(x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE))
def draw_grid(self):
for i in range(20):
for j in range(10):
self.draw_block(j, i, COLORS[self.grid[i][j]])
def draw_text(self, text, x, y):
surface = self.font.render(text, True, (255, 255, 255))
self.screen.blit(surface, (x, y))
def draw_current_block(self):
for i in range(4):
for j in range(4):
if i * 4 + j in self.current_block.shape[self.current_block.rotation]:
self.draw_block(self.current_block.x + j, self.current_block.y + i, self.current_block.color)
def draw_next_block(self):
surface = self.font.render("Next block:", True, (255, 255, 255))
self.screen.blit(surface, (WIDTH + BLOCK_SIZE, HEIGHT // 2 - BLOCK_SIZE))
for i in range(4):
for j in range(4):
if i * 4 + j in self.next_block.shape[0]:
self.draw_block(WIDTH // 2 / BLOCK_SIZE + j, HEIGHT // 2 / BLOCK_SIZE + i, self.next_block.color)
def draw_score(self):
self.draw_text("Score: {}".format(self.score), WIDTH + BLOCK_SIZE, HEIGHT // 2)
def draw_game_over(self):
surface = self.font.render("Game Over!", True, (255, 0, 0))
self.screen.blit(surface, (WIDTH // 2 - BLOCK_SIZE, HEIGHT // 2 - BLOCK_SIZE))
def update(self):
self.screen.fill((0, 0, 0))
self.draw_grid()
self.draw_current_block()
self.draw_next_block()
self.draw_score()
if self.game_over:
self.draw_game_over()
pygame.display.update()
def run(self):
while True:
self.clock.tick(10)
self.handle_input()
self.current_block.y += 1
if self.check_collision(self.current_block):
self.current_block.y -= 1
self.merge_block(self.current_block)
self.remove_rows()
self.current_block = self.next_block
self.next_block = Block(4, 0, SHAPES[random.randint(0, len(SHAPES) - 1)])
if self.check_collision(self.current_block):
self.game_over = True
messagebox.showinfo("Game Over", "Your score is {}".format(self.score))
self.init_game()
self.update()
if __name__ == '__main__':
tetris = Tetris()
tetris.run()
```
在 tkinter 中添加按钮,可以通过按钮来控制游戏的开始、暂停、结束等操作。
### 回答2:
俄罗斯方块是一款经典的游戏,这款封装成函数的pygame版本,使用tkinter按钮指令控制游戏的进行。
首先,我们需要导入所需的模块。在这里,我们导入了pygame和tkinter模块:
```python
import pygame
import tkinter as tk
```
接下来,我们需要定义一些必要的变量和函数。例如,定义方块的形状、颜色、游戏区域的大小等:
```python
# 定义方块的形状和颜色
shapes = [
[[1, 1, 1, 1]],
[[1, 1], [1, 1]],
[[1, 1, 0], [0, 1, 1]],
[[0, 1, 1], [1, 1, 0]],
[[1, 1, 1], [0, 1, 0]],
[[1, 1, 1], [1, 0, 0]]
]
colors = [
(0, 0, 0),
(255, 0, 0),
(0, 255, 0),
(0, 0, 255),
(255, 255, 0),
(255, 0, 255)
]
# 定义游戏区域的大小
cell_size = 30
cols, rows = 10, 20
width, height = cols * cell_size, rows * cell_size
# 初始化游戏区域
grid = [[0] * cols for _ in range(rows)]
```
然后,我们定义一些游戏所需的函数,如创建新方块、移动方块、旋转方块等:
```python
# 创建新方块
def new_shape():
shape = random.choice(shapes)
x = cols // 2 - len(shape[0]) // 2
y = 0
return shape, x, y
# 绘制方块
def draw_shape(shape, x, y):
for row in range(len(shape)):
for col in range(len(shape[row])):
if shape[row][col]:
pygame.draw.rect(screen, colors[shape[row][col]], (x + col, y + row, 1, 1))
# 移动方块
def move_shape(dx, dy):
new_x, new_y = shape_x + dx, shape_y + dy
if is_valid_position(current_shape, new_x, new_y):
shape_x, shape_y = new_x, new_y
else:
if dy > 0:
freeze_shape()
remove_completed_lines()
if not is_game_over():
current_shape, shape_x, shape_y = new_shape()
```
最后,我们需要创建一个按钮控制的函数,用于监听按钮的点击事件,并执行相应的操作:
```python
def button_command(command):
if command == 'left':
move_shape(-1, 0)
elif command == 'right':
move_shape(1, 0)
elif command == 'down':
move_shape(0, 1)
elif command == 'rotate':
rotate_shape()
```
通过以上步骤,我们就可以实现一个由tkinter按钮指令控制的封装成函数的pygame俄罗斯方块小游戏。玩家可以通过点击控制按钮来移动和旋转方块,使其填满每一行并消去。当方块堆叠到顶部时,游戏结束。这个小游戏可以带给玩家无尽的乐趣和挑战。
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